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Familiar

Source Pathfinder RPG Bestiary pg. 131

Presented here are the base animal statistics for all of the most commonly used familiars—of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.

Creatures in "Familiar" Category

NameCR
Archaeopteryx1/4
Arctic Hare1/6
Arctic Tern1/6
Armadillo1/4
Bat1/8
Blue-Ringed Octopus1/2
Butterfly/Moth-
Cat1/4
Chicken1/6
Cockroach1/8
Creeper Ivy1/4
Dodo1/4
Donkey Rat1/4
Dwarf Caiman1/3
Dweomer Cap1/8
Fire Salamander1/3
Flowering Lattice1/6
Flying Squirrel1/3
Fox1/4
Giant Isopod1/8
Giant Tardigrade1/8
Goat1/3
Hawk1/3
Hedgehog1/8
Horned Lizard1/6
House Centipede1/8
Ioun Wyrd1/3
Jerboa1/6
Kakapo1/8
King Crab1/4
Koala1/4
Lamprey1/3
Lemming1/8
Leopard Slug-
Lizard1/6
Margay Cat1/4
Meerkat1/4
Mole1/8
Monkey1/4
Otter1/4
Owl1/3
Peacock1/4
Peafowl1/4
Penguin1/3
Petrifern1/6
Pig1/3
Platypus1/6
Popoto Dolphin1/3
Ptarmigan1/6
Pufferfish1/4
Puffin1/8
Rabbit1/6
Raccoon1/2
Rat1/4
Raven1/6
Ravenous Tumbleweed1/3
Razor Fern1/4
Rhamphorhynchus1/3
Sawleg Locust1/4
Scarlet Spider1/4
Seal1/3
Shimmerwing Dragonfly1/4
Sloth1/6
Spiny Starfish1/6
Squirrel1/8
Suture Vine1/3
Tarsier1/6
Thrush1/3
Toad1/8
Tuatara1/4
Vampire Squid1/2
Viper1/2
Wallaby1/3
Weasel1/2

Familiar, Suture Vine

This twitching, slithering coil of bright-green vines is covered with hooked thorns and tiny barbs.

Suture Vine CR 1/3

Source Ultimate Wilderness pg. 207
XP 135
N Tiny plant
Init +1; Senses low-light vision, blood sense; Perception +1

Defense

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +1, Will +1
Immune plant traits

Offense

Speed 15 ft., climb 15 ft.
Melee vine +3 (1d2–4)
Space 2-1/2 ft., Reach 0 ft.

Statistics

Str 3, Dex 12, Con 10, Int —, Wis 13, Cha 5
Base Atk +0; CMB –1; CMD 5
Feats Weapon FinesseB
Skills Climb +4
SQ seal wound

Ecology

Environment temperate forests
Organization solitary, pair, or clinic (3–5)
Treasure none

Special Abilities

Blood Sense (Ex) A suture vine can sense badly wounded creatures, including those at less than half their normal hit point total or suffering from bleed damage, as if it had the scent ability.

Seal Wound (Ex) A suture vine instinctively latches on to a creature that suffers from bleed damage or is at less than half its normal hit point total. When it attempts to seal wounds in this way, it must make a normal vine attack but gains attach as per the universal monster rule. If it successfully attaches to the target (dealing damage as normal), any bleed damage currently suffered by the target immediately ends. The suture vine remains attached for 24 hours, gaining nutrients from sipping at the victim’s blood but never enough to cause any further damage. The vine drops off automatically once a target has no hit point damage or 24 hours have passed, whichever comes first. A suture vine can seal wounds in this manner only once per day.

Vine (Ex) A suture vine’s vine attack is a primary natural attack that deals piercing and slashing damage.

Suture vines are thorny, symbiotic organisms that snag rides on wounded animals, seek out open wounds, and knit those injuries closed—all while absorbing fairly harmless amounts of blood. Local animals often recognize suture vines, both avoiding them as food and seeking them out when wounded. A suture vine that goes without feeding for a week or more sometimes resorts to ambushing small prey.